scummvm/sword2/controls.cpp

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "build_display.h"
#include "console.h"
#include "controls.h"
#include "defs.h"
#include "header.h"
#include "interpreter.h"
#include "layers.h"
#include "logic.h"
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#include "maketext.h" // for font resource variables
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#include "mouse.h"
#include "protocol.h"
#include "resman.h"
#include "router.h"
#include "save_rest.h"
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#include "sound.h" // for FN_stop_music()
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#include "sword2.h"
#define MAX_STRING_LEN 64 // 20 was too low; better to be safe ;)
#define CHARACTER_OVERLAP 2 // overlap characters by 3 pixels
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uint8 subtitles;
uint8 speechSelected;
uint8 stereoReversed = 0;
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int baseSlot = 0;
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uint8 current_graphics_level;
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int32 WriteOptionSettings(void);
void Control_error(char* text);
// our fonts start on SPACE character (32)
#define SIZE_OF_CHAR_SET (256 - 32)
enum {
kAlignLeft,
kAlignRight,
kAlignCenter
};
class Sword2FontRenderer {
private:
struct Glyph {
uint8 *_data;
int _width;
int _height;
} _glyph[SIZE_OF_CHAR_SET];
int _fontId;
public:
Sword2FontRenderer(int fontId) : _fontId(fontId) {
uint8 *font = res_man.Res_open(fontId);
_frameHeader *head;
_spriteInfo sprite;
sprite.type = RDSPR_NOCOMPRESSION | RDSPR_TRANS;
for (int i = 0; i < SIZE_OF_CHAR_SET; i++) {
head = (_frameHeader *) FetchFrameHeader(font, i);
sprite.data = (uint8 *) (head + 1);
sprite.w = head->width;
sprite.h = head->height;
CreateSurface(&sprite, &_glyph[i]._data);
_glyph[i]._width = head->width;
_glyph[i]._height = head->height;
}
res_man.Res_close(fontId);
}
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~Sword2FontRenderer() {
for (int i = 0; i < SIZE_OF_CHAR_SET; i++)
DeleteSurface(_glyph[i]._data);
}
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void fetchText(int textId, char *buf) {
uint8 *data = FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff);
int i;
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for (i = 0; data[i + 2]; i++) {
if (buf)
buf[i] = data[i + 2];
}
buf[i] = 0;
res_man.Res_close(textId / SIZE);
}
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int getTextWidth(char *text) {
int textWidth = 0;
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for (int i = 0; text[i]; i++)
textWidth += (_glyph[text[i] - 32]._width - CHARACTER_OVERLAP);
return textWidth;
}
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int getTextWidth(int textId) {
char text[MAX_STRING_LEN];
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fetchText(textId, text);
return getTextWidth(text);
}
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void drawText(char *text, int x, int y, int alignment = kAlignLeft);
void drawText(int textId, int x, int y, int alignment = kAlignLeft);
};
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void Sword2FontRenderer::drawText(char *text, int x, int y, int alignment) {
_spriteInfo sprite;
int i;
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if (alignment != kAlignLeft) {
int textWidth = getTextWidth(text);
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switch (alignment) {
case kAlignRight:
x -= textWidth;
break;
case kAlignCenter:
x -= (textWidth / 2);
break;
}
}
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sprite.x = x;
sprite.y = y;
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for (i = 0; text[i]; i++) {
sprite.w = _glyph[text[i] - 32]._width;
sprite.h = _glyph[text[i] - 32]._height;
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DrawSurface(&sprite, _glyph[text[i] - 32]._data);
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sprite.x += (_glyph[(int) text[i] - 32]._width - CHARACTER_OVERLAP);
}
}
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void Sword2FontRenderer::drawText(int textId, int x, int y, int alignment) {
char text[MAX_STRING_LEN];
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fetchText(textId, text);
drawText(text, x, y, alignment);
}
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class Sword2Dialog;
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typedef struct Surface {
uint8 *_surface;
bool _original;
} WidgetSurface;
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class Sword2Widget {
protected:
Sword2Dialog *_parent;
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_spriteInfo *_sprites;
WidgetSurface *_surfaces;
int _numStates;
int _state;
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ScummVM::Rect _hitRect;
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public:
Sword2Widget(Sword2Dialog *parent, int states) :
_parent(parent), _numStates(states), _state(0) {
_sprites = (_spriteInfo *) calloc(states, sizeof(_spriteInfo));
_surfaces = (WidgetSurface *) calloc(states, sizeof(WidgetSurface));
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_hitRect.left = _hitRect.right = _hitRect.top = _hitRect.bottom = -1;
}
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virtual ~Sword2Widget() {
for (int i = 0; i < _numStates; i++) {
if (_surfaces[i]._original)
DeleteSurface(_surfaces[i]._surface);
}
free(_sprites);
free(_surfaces);
}
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void createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc);
void linkSurfaceImage(Sword2Widget *from, int state, int x, int y);
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void createSurfaceImages(uint32 res, int x, int y) {
for (int i = 0; i < _numStates; i++)
createSurfaceImage(i, res, x, y, i);
}
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void linkSurfaceImages(Sword2Widget *from, int x, int y) {
for (int i = 0; i < from->_numStates; i++)
linkSurfaceImage(from, i, x, y);
}
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void setHitRect(int x, int y, int width, int height) {
_hitRect.left = x;
_hitRect.right = x + width;
_hitRect.top = y;
_hitRect.bottom = y + height;
}
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bool isHit(int16 x, int16 y) {
return _hitRect.left >= 0 && _hitRect.contains(x, y);
}
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void setState(int state) {
if (state != _state) {
_state = state;
paint();
}
}
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int getState() {
return _state;
}
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virtual void paint(ScummVM::Rect *clipRect = NULL) {
DrawSurface(&_sprites[_state], _surfaces[_state]._surface, clipRect);
}
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virtual void onMouseEnter() {}
virtual void onMouseExit() {}
virtual void onMouseMove(int x, int y) {}
virtual void onMouseDown(int x, int y) {}
virtual void onMouseUp(int x, int y) {}
virtual void onKey(char key) {}
virtual void onTick() {}
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virtual void releaseMouse(int x, int y) {}
};
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void Sword2Widget::createSurfaceImage(int state, uint32 res, int x, int y, uint32 pc) {
uint8 *file, *colTablePtr = NULL;
_animHeader *anim_head;
_frameHeader *frame_head;
_cdtEntry *cdt_entry;
uint32 spriteType = RDSPR_TRANS;
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// open anim resource file, point to base
file = res_man.Res_open(res);
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anim_head = FetchAnimHeader(file);
cdt_entry = FetchCdtEntry(file, pc);
frame_head = FetchFrameHeader(file, pc);
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// If the frame is flipped. (Only really applicable to frames using
// offsets.)
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if (cdt_entry->frameType & FRAME_FLIPPED)
spriteType |= RDSPR_FLIP;
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// Which compression was used?
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switch (anim_head->runTimeComp) {
case NONE:
spriteType |= RDSPR_NOCOMPRESSION;
break;
case RLE256:
spriteType |= RDSPR_RLE256;
break;
case RLE16:
spriteType |= RDSPR_RLE256;
// Points to just after last cdt_entry, i.e. start of colour
// table
colTablePtr = (uint8 *) (anim_head + 1) +
anim_head->noAnimFrames * sizeof(_cdtEntry);
break;
}
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_sprites[state].x = x;
_sprites[state].y = y;
_sprites[state].w = frame_head->width;
_sprites[state].h = frame_head->height;
_sprites[state].scale = 0;
_sprites[state].type = spriteType;
_sprites[state].blend = anim_head->blend;
// Points to just after frame header, ie. start of sprite data
_sprites[state].data = (uint8 *) (frame_head + 1);
CreateSurface(&_sprites[state], &_surfaces[state]._surface);
_surfaces[state]._original = true;
// Release the anim resource
res_man.Res_close(res);
};
void Sword2Widget::linkSurfaceImage(Sword2Widget *from, int state, int x, int y) {
_sprites[state].x = x;
_sprites[state].y = y;
_sprites[state].w = from->_sprites[state].w;
_sprites[state].h = from->_sprites[state].h;
_sprites[state].scale = from->_sprites[state].scale;
_sprites[state].type = from->_sprites[state].type;
_sprites[state].blend = from->_sprites[state].blend;
_surfaces[state]._surface = from->_surfaces[state]._surface;
_surfaces[state]._original = false;
};
#define MAX_WIDGETS 25
class Sword2Dialog {
private:
int _numWidgets;
Sword2Widget *_widgets[MAX_WIDGETS];
bool _finish;
int _result;
public:
Sword2Dialog() : _numWidgets(0), _finish(false), _result(0) {
SetFullPalette(CONTROL_PANEL_PALETTE);
}
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virtual ~Sword2Dialog() {
for (int i = 0; i < _numWidgets; i++)
delete _widgets[i];
}
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void registerWidget(Sword2Widget *widget) {
if (_numWidgets < MAX_WIDGETS) {
_widgets[_numWidgets++] = widget;
}
}
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virtual void onAction(Sword2Widget *widget, int result = 0) {}
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virtual void paint() {
EraseBackBuffer();
for (int i = 0; i < _numWidgets; i++)
_widgets[i]->paint();
}
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virtual void setResult(int result) {
_result = result;
_finish = true;
}
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int run();
};
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int Sword2Dialog::run() {
int i;
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paint();
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int16 oldMouseX = -1;
int16 oldMouseY = -1;
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while (!_finish) {
// So that the menu icons will reach their full size
ProcessMenu();
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ServiceWindows();
int16 newMouseX = mousex;
int16 newMouseY = mousey + 40;
char key;
int32 keyboardStatus = ReadKey(&key);
_mouseEvent *me = MouseEvent();
if (keyboardStatus == RD_OK) {
if (key == 27)
setResult(0);
else if (key == 13)
setResult(1);
}
for (i = 0; i < _numWidgets; i++) {
bool oldHit = _widgets[i]->isHit(oldMouseX, oldMouseY);
bool newHit = _widgets[i]->isHit(newMouseX, newMouseY);
if (!oldHit && newHit)
_widgets[i]->onMouseEnter();
if (oldHit && !newHit)
_widgets[i]->onMouseExit();
if (mousex != oldMouseX || mousey != oldMouseY)
_widgets[i]->onMouseMove(newMouseX, newMouseY);
if (me) {
switch (me->buttons) {
case RD_LEFTBUTTONDOWN:
if (newHit)
_widgets[i]->onMouseDown(newMouseX, newMouseY);
break;
case RD_LEFTBUTTONUP:
if (newHit)
_widgets[i]->onMouseUp(newMouseX, newMouseY);
// So that slider widgets will know
// when the user releases the mouse
// button, even if the cursor is
// outside of the slider's hit area.
_widgets[i]->releaseMouse(newMouseX, newMouseY);
break;
}
}
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if (keyboardStatus == RD_OK && key != 0)
_widgets[i]->onKey(key);
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_widgets[i]->onTick();
}
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oldMouseX = newMouseX;
oldMouseY = newMouseY;
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g_system->delay_msecs(20);
}
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return _result;
}
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class Sword2Button : public Sword2Widget {
public:
Sword2Button(Sword2Dialog *parent, int x, int y, int w, int h) :
Sword2Widget(parent, 2) {
setHitRect(x, y, w, h);
}
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virtual void onMouseExit() {
setState(0);
}
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virtual void onMouseDown(int x, int y) {
setState(1);
}
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virtual void onMouseUp(int x, int y) {
if (getState() != 0) {
setState(0);
_parent->onAction(this);
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}
}
};
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class Sword2ScrollButton : public Sword2Widget {
private:
uint32 _holdCounter;
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public:
Sword2ScrollButton(Sword2Dialog *parent, int x, int y, int w, int h) :
Sword2Widget(parent, 2), _holdCounter(0) {
setHitRect(x, y, w, h);
}
virtual void onMouseExit() {
setState(0);
}
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virtual void onMouseDown(int x, int y) {
setState(1);
_parent->onAction(this);
_holdCounter = 0;
}
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virtual void onMouseUp(int x, int y) {
setState(0);
}
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virtual void onTick() {
if (getState() != 0) {
_holdCounter++;
if (_holdCounter > 16 && (_holdCounter % 4) == 0)
_parent->onAction(this);
}
}
};
class Sword2Switch : public Sword2Widget {
private:
bool _holding, _value;
int _upState, _downState;
public:
Sword2Switch(Sword2Dialog *parent, int x, int y, int w, int h) :
Sword2Widget(parent, 2), _holding(false),
_value(false), _upState(0), _downState(1) {
setHitRect(x, y, w, h);
}
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// The sound mute switches have 0 as their "down" state and 1 as
// their "up" state, so this function is needed to get consistent
// behaviour.
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void reverseStates() {
_upState = 1;
_downState = 0;
}
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void setValue(bool value) {
_value = value;
if (_value)
setState(_downState);
else
setState(_upState);
}
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bool getValue() {
return _value;
}
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virtual void onMouseExit() {
if (_holding && !_value)
setState(_upState);
_holding = false;
}
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virtual void onMouseDown(int x, int y) {
_holding = true;
setState(_downState);
}
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virtual void onMouseUp(int x, int y) {
if (_holding) {
_holding = false;
_value = !_value;
if (_value)
setState(_downState);
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else
setState(_upState);
_parent->onAction(this, getState());
}
}
};
class Sword2Slider : public Sword2Widget {
private:
Sword2Widget *_background;
bool _dragging;
int _value, _targetValue;
int _maxValue;
int _dragOffset;
int posFromValue(int value) {
return _hitRect.left + (value * (_hitRect.width() - 38)) / _maxValue;
}
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int valueFromPos(int x) {
return (int) ((double) (_maxValue * (x - _hitRect.left)) / (double) (_hitRect.width() - 38) + 0.5);
}
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public:
Sword2Slider(Sword2Dialog *parent, Sword2Widget *background, int max,
int x, int y, int w, int h, Sword2Widget *base = NULL) :
Sword2Widget(parent, 1), _background(background),
_dragging(false), _value(0), _targetValue(0),
_maxValue(max) {
setHitRect(x, y, w, h);
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if (base)
linkSurfaceImages(base, x, y);
else
createSurfaceImages(3406, x, y);
}
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virtual void paint(ScummVM::Rect *clipRect = NULL) {
// This will redraw a bit more than is strictly necessary,
// but I doubt that will make any noticeable difference.
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_background->paint(&_hitRect);
Sword2Widget::paint(clipRect);
}
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void setValue(int value) {
_value = value;
_targetValue = value;
_sprites[0].x = posFromValue(_value);
paint();
}
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int getValue() {
return _value;
}
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virtual void onMouseMove(int x, int y) {
if (_dragging) {
int newX = x - _dragOffset;
int newValue;
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if (newX < _hitRect.left)
newX = _hitRect.left;
else if (newX + 38 > _hitRect.right)
newX = _hitRect.right - 38;
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_sprites[0].x = newX;
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newValue = valueFromPos(newX);
if (newValue != _value) {
_value = newValue;
_targetValue = newValue;
_parent->onAction(this, newValue);
}
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paint();
}
}
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virtual void onMouseDown(int x, int y) {
if (x >= _sprites[0].x && x < _sprites[0].x + 38) {
_dragging = true;
_dragOffset = x - _sprites[0].x;
} else if (x < _sprites[0].x) {
if (_targetValue > 0)
_targetValue--;
} else {
if (_targetValue < _maxValue)
_targetValue++;
}
}
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virtual void releaseMouse(int x, int y) {
if (_dragging)
_dragging = false;
}
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virtual void onTick() {
if (!_dragging) {
int target = posFromValue(_targetValue);
if (target != _sprites[0].x) {
if (target < _sprites[0].x) {
_sprites[0].x -= 4;
if (_sprites[0].x < target)
_sprites[0].x = target;
} else if (target > _sprites[0].x) {
_sprites[0].x += 4;
if (_sprites[0].x > target)
_sprites[0].x = target;
}
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int newValue = valueFromPos(_sprites[0].x);
if (newValue != _value) {
_value = newValue;
_parent->onAction(this, newValue);
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}
paint();
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}
}
}
};
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class Sword2MiniDialog : public Sword2Dialog {
private:
int _textId;
Sword2FontRenderer *_fontRenderer;
Sword2Widget *_panel;
Sword2Button *_okButton;
Sword2Button *_cancelButton;
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public:
Sword2MiniDialog(uint32 textId) : _textId(textId) {
_fontRenderer = new Sword2FontRenderer(controls_font_id);
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_panel = new Sword2Widget(this, 1);
_panel->createSurfaceImages(1996, 203, 104);
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_okButton = new Sword2Button(this, 243, 214, 24, 24);
_okButton->createSurfaceImages(2002, 243, 214);
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_cancelButton = new Sword2Button(this, 243, 276, 24, 24);
_cancelButton->linkSurfaceImages(_okButton, 243, 276);
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registerWidget(_panel);
registerWidget(_okButton);
registerWidget(_cancelButton);
}
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~Sword2MiniDialog() {
delete _fontRenderer;
}
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virtual void paint() {
Sword2Dialog::paint();
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_fontRenderer->drawText(_textId, 310, 134, kAlignCenter);
_fontRenderer->drawText(149618688, 270, 214); // ok
_fontRenderer->drawText(149618689, 270, 276); // cancel
}
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virtual void onAction(Sword2Widget *widget, int result = 0) {
if (widget == _okButton)
setResult(1);
else if (widget == _cancelButton)
setResult(0);
}
};
class Sword2OptionsDialog : public Sword2Dialog {
private:
Sword2FontRenderer *_fontRenderer;
Sword2Widget *_panel;
Sword2Switch *_objectLabelsSwitch;
Sword2Switch *_subtitlesSwitch;
Sword2Switch *_reverseStereoSwitch;
Sword2Switch *_musicSwitch;
Sword2Switch *_speechSwitch;
Sword2Switch *_fxSwitch;
Sword2Slider *_musicSlider;
Sword2Slider *_speechSlider;
Sword2Slider *_fxSlider;
Sword2Slider *_gfxSlider;
Sword2Widget *_gfxPreview;
Sword2Button *_okButton;
Sword2Button *_cancelButton;
public:
Sword2OptionsDialog() {
_fontRenderer = new Sword2FontRenderer(controls_font_id);
_panel = new Sword2Widget(this, 1);
_panel->createSurfaceImages(3405, 0, 40);
_objectLabelsSwitch = new Sword2Switch(this, 304, 100, 53, 32);
_objectLabelsSwitch->createSurfaceImages(3687, 304, 100);
_subtitlesSwitch = new Sword2Switch(this, 510, 100, 53, 32);
_subtitlesSwitch->linkSurfaceImages(_objectLabelsSwitch, 510, 100);
_reverseStereoSwitch = new Sword2Switch(this, 304, 293, 53, 32);
_reverseStereoSwitch->linkSurfaceImages(_objectLabelsSwitch, 304, 293);
_musicSwitch = new Sword2Switch(this, 516, 157, 40, 32);
_musicSwitch->createSurfaceImages(3315, 516, 157);
_musicSwitch->reverseStates();
_speechSwitch = new Sword2Switch(this, 516, 205, 40, 32);
_speechSwitch->linkSurfaceImages(_musicSwitch, 516, 205);
_speechSwitch->reverseStates();
_fxSwitch = new Sword2Switch(this, 516, 250, 40, 32);
_fxSwitch->linkSurfaceImages(_musicSwitch, 516, 250);
_fxSwitch->reverseStates();
_musicSlider = new Sword2Slider(this, _panel, 16, 309, 161, 170, 27);
_speechSlider = new Sword2Slider(this, _panel, 14, 309, 208, 170, 27, _musicSlider);
_fxSlider = new Sword2Slider(this, _panel, 14, 309, 254, 170, 27, _musicSlider);
_gfxSlider = new Sword2Slider(this, _panel, 3, 309, 341, 170, 27, _musicSlider);
_gfxPreview = new Sword2Widget(this, 4);
_gfxPreview->createSurfaceImages(256, 495, 310);
_okButton = new Sword2Button(this, 203, 382, 53, 32);
_okButton->createSurfaceImages(901, 203, 382);
_cancelButton = new Sword2Button(this, 395, 382, 53, 32);
_cancelButton->linkSurfaceImages(_okButton, 395, 382);
registerWidget(_panel);
registerWidget(_objectLabelsSwitch);
registerWidget(_subtitlesSwitch);
registerWidget(_reverseStereoSwitch);
registerWidget(_musicSwitch);
registerWidget(_speechSwitch);
registerWidget(_fxSwitch);
registerWidget(_musicSlider);
registerWidget(_speechSlider);
registerWidget(_fxSlider);
registerWidget(_gfxSlider);
registerWidget(_gfxPreview);
registerWidget(_okButton);
registerWidget(_cancelButton);
ReadOptionSettings();
_objectLabelsSwitch->setValue(pointerTextSelected != 0);
_subtitlesSwitch->setValue(subtitles != 0);
_reverseStereoSwitch->setValue(stereoReversed != 0);
_musicSwitch->setValue(g_sound->IsMusicMute() == 0);
_speechSwitch->setValue(g_sound->IsSpeechMute() == 0);
_fxSwitch->setValue(g_sound->IsFxMute() == 0);
_musicSlider->setValue(g_sound->GetMusicVolume());
_speechSlider->setValue(g_sound->GetSpeechVolume());
_fxSlider->setValue(g_sound->GetFxVolume());
_gfxSlider->setValue(GetRenderType());
_gfxPreview->setState(GetRenderType());
}
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~Sword2OptionsDialog() {
delete _fontRenderer;
}
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virtual void paint() {
Sword2Dialog::paint();
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int maxWidth = 0;
int width;
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int alignTextIds[] = {
149618700, // object labels
149618702, // music volume
149618703, // speech volume
149618704, // fx volume
149618705, // graphics quality
149618709, // reverse stereo
};
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for (int i = 0; i < ARRAYSIZE(alignTextIds); i++) {
width = _fontRenderer->getTextWidth(alignTextIds[i]);
if (width > maxWidth)
maxWidth = width;
}
// Options
_fontRenderer->drawText(149618698, 321, 55, kAlignCenter);
// Subtitles
_fontRenderer->drawText(149618699, 500, 103, kAlignRight);
// Object labels
_fontRenderer->drawText(149618700, 299 - maxWidth, 103);
// Music volume
_fontRenderer->drawText(149618702, 299 - maxWidth, 161);
// Speech volume
_fontRenderer->drawText(149618703, 299 - maxWidth, 208);
// FX volume
_fontRenderer->drawText(149618704, 299 - maxWidth, 254);
// Reverse stereo
_fontRenderer->drawText(149618709, 299 - maxWidth, 296);
// Graphics quality
_fontRenderer->drawText(149618705, 299 - maxWidth, 341);
// Ok
_fontRenderer->drawText(149618688, 193, 382, kAlignRight);
// Cancel
_fontRenderer->drawText(149618689, 385, 382, kAlignRight);
}
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virtual void onAction(Sword2Widget *widget, int result = 0) {
// Since there is music playing while the dialog is displayed
// we need to update music volume immediately. Everything else
// is handled when the dialog is terminated.
if (widget == _reverseStereoSwitch) {
if (result != stereoReversed)
g_sound->ReverseStereo();
stereoReversed = result;
} else if (widget == _musicSwitch) {
g_sound->MuteMusic(result);
} else if (widget == _musicSlider) {
g_sound->SetMusicVolume(result);
g_sound->MuteMusic(result == 0);
_musicSwitch->setValue(result != 0);
} else if (widget == _speechSlider) {
_speechSwitch->setValue(result != 0);
} else if (widget == _fxSlider) {
_fxSwitch->setValue(result != 0);
} else if (widget == _gfxSlider) {
_gfxPreview->setState(result);
UpdateGraphicsLevel(result);
} else if (widget == _okButton) {
// Apply the changes
g_sound->MuteMusic(_musicSwitch->getValue() == 0);
g_sound->MuteSpeech(_speechSwitch->getValue() == 0);
g_sound->MuteFx(_fxSwitch->getValue() == 0);
g_sound->SetMusicVolume(_musicSlider->getValue());
g_sound->SetSpeechVolume(_speechSlider->getValue());
g_sound->SetFxVolume(_fxSlider->getValue());
UpdateGraphicsLevel(_gfxSlider->getValue());
subtitles = _subtitlesSwitch->getValue();
pointerTextSelected = _objectLabelsSwitch->getValue();
speechSelected = _speechSwitch->getValue();
stereoReversed = _reverseStereoSwitch->getValue();
WriteOptionSettings();
setResult(1);
} else if (widget == _cancelButton) {
// Revert the changes
ReadOptionSettings();
setResult(0);
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}
}
};
enum {
kSaveDialog,
kLoadDialog
};
enum {
kSelectSlot = -1,
kDeselectSlot = -2,
kStartEditing = 0,
kCursorTick = 1
};
class Sword2Slot : public Sword2Widget {
private:
int _mode;
Sword2FontRenderer *_fr;
char _text[SAVE_DESCRIPTION_LEN];
bool _clickable;
bool _editable;
public:
Sword2Slot(Sword2Dialog *parent, int x, int y, int w, int h) :
Sword2Widget(parent, 2), _clickable(false),
_editable(false) {
setHitRect(x, y, w, h);
_text[0] = 0;
}
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void setMode(int mode) {
_mode = mode;
}
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void setClickable(bool clickable) {
_clickable = clickable;
}
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void setEditable(bool editable) {
_editable = editable;
}
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bool isEditable() {
return _editable;
}
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void setText(Sword2FontRenderer *fr, int slot, char *text) {
_fr = fr;
if (text)
sprintf(_text, "%d. %s", slot, text);
else
sprintf(_text, "%d. ", slot);
}
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char *getText() {
return &_text[0];
}
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virtual void paint(ScummVM::Rect *clipRect = NULL) {
Sword2Widget::paint();
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// HACK: The main dialog is responsible for drawing the text
// when in editing mode.
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if (!_editable)
_fr->drawText(_text, _sprites[0].x + 16, _sprites[0].y + 4 + 2 * getState());
}
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virtual void onMouseDown(int x, int y) {
if (_clickable) {
if (getState() == 0) {
setState(1);
_parent->onAction(this, kSelectSlot);
if (_mode == kSaveDialog)
_parent->onAction(this, kStartEditing);
} else if (_mode == kLoadDialog) {
setState(0);
_parent->onAction(this, kDeselectSlot);
}
}
}
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virtual void onKey(char key) {
if (_editable && (key == 8 || (key >= ' ' && key <= 'z')))
_parent->onAction(this, key);
}
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virtual void onTick() {
if (_editable)
_parent->onAction(this, kCursorTick);
}
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void setY(int y) {
for (int i = 0; i < _numStates; i++)
_sprites[i].y = y;
setHitRect(_hitRect.left, y, _hitRect.width(), _hitRect.height());
}
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int getY() {
return _sprites[0].y;
}
};
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class Sword2SaveLoadDialog : public Sword2Dialog {
private:
int _mode, _selectedSlot;
char _editBuffer[SAVE_DESCRIPTION_LEN];
int _editPos, _firstPos;
int _cursorTick;
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Sword2FontRenderer *_fontRenderer1;
Sword2FontRenderer *_fontRenderer2;
Sword2Widget *_panel;
Sword2Slot *_slotButton[8];
Sword2ScrollButton *_zupButton;
Sword2ScrollButton *_upButton;
Sword2ScrollButton *_downButton;
Sword2ScrollButton *_zdownButton;
Sword2Button *_okButton;
Sword2Button *_cancelButton;
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public:
Sword2SaveLoadDialog(int mode) : _mode(mode), _selectedSlot(-1) {
int i;
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// FIXME: The "control font" and the "red font" are currently
// always the same font, so one should be eliminated.
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_fontRenderer1 = new Sword2FontRenderer(controls_font_id);
_fontRenderer2 = new Sword2FontRenderer(red_font_id);
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_panel = new Sword2Widget(this, 1);
_panel->createSurfaceImages(2016, 0, 40);
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for (i = 0; i < 4; i++) {
_slotButton[i] = new Sword2Slot(this, 114, 0, 384, 36);
_slotButton[i]->createSurfaceImages(2006 + i, 114, 0);
_slotButton[i]->setMode(mode);
_slotButton[i + 4] = new Sword2Slot(this, 114, 0, 384, 36);
_slotButton[i + 4]->linkSurfaceImages(_slotButton[i], 114, 0);
_slotButton[i + 4]->setMode(mode);
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}
updateSlots();
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_zupButton = new Sword2ScrollButton(this, 516, 65, 17, 17);
_zupButton->createSurfaceImages(1982, 516, 65);
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_upButton = new Sword2ScrollButton(this, 516, 85, 17, 17);
_upButton->createSurfaceImages(2067, 516, 85);
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_downButton = new Sword2ScrollButton(this, 516, 329, 17, 17);
_downButton->createSurfaceImages(1986, 516, 329);
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_zdownButton = new Sword2ScrollButton(this, 516, 350, 17, 17);
_zdownButton->createSurfaceImages(1988, 516, 350);
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_okButton = new Sword2Button(this, 130, 377, 24, 24);
_okButton->createSurfaceImages(2002, 130, 377);
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_cancelButton = new Sword2Button(this, 350, 377, 24, 24);
_cancelButton->linkSurfaceImages(_okButton, 350, 377);
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registerWidget(_panel);
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for (i = 0; i < 8; i++)
registerWidget(_slotButton[i]);
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registerWidget(_zupButton);
registerWidget(_upButton);
registerWidget(_downButton);
registerWidget(_zdownButton);
registerWidget(_okButton);
registerWidget(_cancelButton);
}
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~Sword2SaveLoadDialog() {
delete _fontRenderer1;
delete _fontRenderer2;
}
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// There aren't really a hundred different button objects of course,
// there are only eight. Re-arrange them to simulate scrolling.
void updateSlots() {
for (int i = 0; i < 8; i++) {
Sword2Slot *slot = _slotButton[(baseSlot + i) % 8];
Sword2FontRenderer *fr;
uint8 description[SAVE_DESCRIPTION_LEN];
slot->setY(72 + i * 36);
if (baseSlot + i == _selectedSlot) {
slot->setEditable(_mode == kSaveDialog);
slot->setState(1);
fr = _fontRenderer2;
} else {
slot->setEditable(false);
slot->setState(0);
fr = _fontRenderer1;
}
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if (GetSaveDescription(baseSlot + i, description) == SR_OK) {
slot->setText(fr, baseSlot + i, (char *) description);
slot->setClickable(true);
} else {
slot->setText(fr, baseSlot + i, NULL);
slot->setClickable(_mode == kSaveDialog);
}
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if (slot->isEditable())
drawEditBuffer(slot);
else
slot->paint();
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}
}
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virtual void onAction(Sword2Widget *widget, int result = 0) {
if (widget == _zupButton) {
if (baseSlot > 0) {
if (baseSlot >= 8)
baseSlot -= 8;
else
baseSlot = 0;
updateSlots();
}
} else if (widget == _upButton) {
if (baseSlot > 0) {
baseSlot--;
updateSlots();
}
} else if (widget == _downButton) {
if (baseSlot < 92) {
baseSlot++;
updateSlots();
}
} else if (widget == _zdownButton) {
if (baseSlot < 92) {
if (baseSlot <= 84)
baseSlot += 8;
else
baseSlot = 92;
updateSlots();
}
} else if (widget == _okButton) {
setResult(1);
} else if (widget == _cancelButton) {
setResult(0);
} else {
Sword2Slot *slot = (Sword2Slot *) widget;
if (result >= kStartEditing) {
if (result == kStartEditing) {
if (_selectedSlot >= 10)
_firstPos = 5;
else
_firstPos = 4;
strcpy(_editBuffer, slot->getText());
_editPos = strlen(_editBuffer);
_cursorTick = 0;
_editBuffer[_editPos] = '_';
_editBuffer[_editPos + 1] = 0;
slot->setEditable(true);
drawEditBuffer(slot);
} else if (result == kCursorTick) {
_cursorTick++;
if (_cursorTick == 7) {
_editBuffer[_editPos] = ' ';
drawEditBuffer(slot);
} else if (_cursorTick == 14) {
_cursorTick = 0;
_editBuffer[_editPos] = '_';
drawEditBuffer(slot);
}
} else if (result == 8) {
if (_editPos > _firstPos) {
_editBuffer[_editPos - 1] = _editBuffer[_editPos];
_editBuffer[_editPos--] = 0;
drawEditBuffer(slot);
}
} else {
int textWidth;
char tmp;
tmp = _editBuffer[_editPos];
_editBuffer[_editPos] = 0;
textWidth = _fontRenderer2->getTextWidth(_editBuffer);
_editBuffer[_editPos] = tmp;
if (textWidth < 340 && _editPos < SAVE_DESCRIPTION_LEN - 2) {
_editBuffer[_editPos + 1] = _editBuffer[_editPos];
_editBuffer[_editPos + 2] = 0;
_editBuffer[_editPos++] = result;
drawEditBuffer(slot);
}
}
} else {
if (result == kSelectSlot)
_selectedSlot = baseSlot + (slot->getY() - 72) / 35;
else if (result == kDeselectSlot)
_selectedSlot = -1;
int i;
for (i = 0; i < 8; i++)
if (widget == _slotButton[i])
break;
for (int j = 0; j < 8; j++) {
if (j != i) {
_slotButton[j]->setEditable(false);
_slotButton[j]->setState(0);
}
}
}
}
}
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void drawEditBuffer(Sword2Slot *slot) {
if (_selectedSlot == -1)
return;
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// This will redraw a bit more than is strictly necessary,
// but I doubt that will make any noticeable difference.
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slot->paint();
_fontRenderer2->drawText(_editBuffer, 130, 78 + (_selectedSlot - baseSlot) * 36);
}
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virtual void paint() {
Sword2Dialog::paint();
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if (_mode == kLoadDialog) {
// Restore
_fontRenderer1->drawText(149618690, 165, 377);
} else {
// Save
_fontRenderer1->drawText(149618691, 165, 377);
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}
// Cancel
_fontRenderer1->drawText(149618689, 382, 377);
}
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virtual void setResult(int result) {
// Cancel
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if (result == 0) {
Sword2Dialog::setResult(result);
return;
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}
// Save / Restore
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if (_selectedSlot == -1)
return;
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if (_mode == kSaveDialog) {
if (_editPos <= _firstPos)
return;
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_editBuffer[_editPos] = 0;
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uint32 rv = SaveGame(_selectedSlot, (uint8 *) &_editBuffer[_firstPos]);
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if (rv != SR_OK) {
uint32 textId;
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switch (rv) {
case SR_ERR_FILEOPEN:
textId = 213516674;
break;
default: // SR_ERR_WRITEFAIL
textId = 213516676;
break;
}
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Control_error((char*) (FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff) + 2));
result = 0;
}
} else {
uint32 rv = RestoreGame(_selectedSlot);
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if (rv != SR_OK) {
uint32 textId;
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switch (rv) {
case SR_ERR_FILEOPEN:
textId = 213516670;
break;
case SR_ERR_INCOMPATIBLE:
textId = 213516671;
break;
default: // SR_ERR_READFAIL
textId = 213516673;
break;
}
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Control_error((char *) (FetchTextLine(res_man.Res_open(textId / SIZE), textId & 0xffff) + 2));
result = 0;
} else {
// Prime system with a game cycle
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// Reset the graphic 'buildit' list before a
// new logic list (see FN_register_frame)
Reset_render_lists();
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// Reset the mouse hot-spot list (see
// FN_register_mouse and FN_register_frame)
Reset_mouse_list();
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if (LLogic.Process_session())
Con_fatal_error("restore 1st cycle failed??");
}
}
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Sword2Dialog::setResult(result);
}
};
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uint32 Restore_control(void) { //Tony20Mar97
// returns 0 for no restore
// 1 for restored ok
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Sword2SaveLoadDialog loadDialog(kLoadDialog);
return loadDialog.run();
}
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void Save_control(void) { //Tony1Apr97 not a joke
Sword2SaveLoadDialog saveDialog(kSaveDialog);
saveDialog.run();
}
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void Quit_control(void) { //Tony2Apr97
Sword2MiniDialog quitDialog(149618692); // quit text
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if (!quitDialog.run()) {
// just return to game
return;
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}
// close engine systems down
Close_game();
CloseAppWindow();
exit(0);
}
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void Restart_control(void) { //Tony4Apr97
uint32 temp_demo_flag;
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Sword2MiniDialog restartDialog(149618693); // restart text
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if (!restartDialog.run()) {
// just return to game
return;
}
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// Stop music instantly! (James22aug97)
Kill_music();
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//in case we were dead - well we're not anymore!
DEAD = 0;
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EraseBackBuffer();
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// restart the game
// clear all memory and reset the globals
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temp_demo_flag = DEMO;
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// remove all resources from memory, including player object and
// global variables
res_man.Remove_all_res();
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// reopen global variables resource & send address to interpreter -
// it won't be moving
SetGlobalInterpreterVariables((int32 *) (res_man.Res_open(1) + sizeof(_standardHeader)));
res_man.Res_close(1);
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DEMO = temp_demo_flag;
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// free all the route memory blocks from previous game
FreeAllRouteMem();
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// call the same function that first started us up
g_sword2->Start_game();
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// prime system with a game cycle
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// reset the graphic 'buildit' list before a new logic list
// (see FN_register_frame)
Reset_render_lists();
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// reset the mouse hot-spot list (see FN_register_mouse and
// FN_register_frame)
Reset_mouse_list();
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CloseMenuImmediately();
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// FOR THE DEMO - FORCE THE SCROLLING TO BE RESET! (James29may97)
// - this is taken from FN_init_background
// switch on scrolling (2 means first time on screen)
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this_screen.scroll_flag = 2;
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if (LLogic.Process_session())
Con_fatal_error("restart 1st cycle failed??");
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// (JEL08oct97) so palette not restored immediately after control
// panel - we want to fade up instead!
this_screen.new_palette = 99;
}
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void Control_error(char* text) { //Tony13May97
// Print a message on screen. Second parameter is duration.
DisplayMsg((uint8*) text, 0);
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// Wait for ESC or mouse click
while (1) {
_mouseEvent *me;
char c;
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ServiceWindows();
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if (KeyWaiting()) {
ReadKey(&c);
if (c == 27)
break;
}
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me = MouseEvent();
if (me && (me->buttons & RD_LEFTBUTTONDOWN))
break;
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2003-09-09 11:52:43 +00:00
g_system->delay_msecs(20);
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}
// Remove the message.
RemoveMsg();
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}
int32 ReadOptionSettings(void) { //pete10Jun97
// settings file is 9 bytes long:
// 1 music volume
// 2 speech volume
// 3 fx volume
// 4 music mute
// 5 speech mute
// 6 fx mute
// 7 graphics level
// 8 subtitles
// 9 object labels
uint8 buff[10];
char filename[256];
SaveFile *fp;
SaveFileManager *mgr = g_system->get_savefile_manager();
sprintf(filename, "%s-settings.dat", g_sword2->_game_name);
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if (!(fp = mgr->open_savefile(filename, g_sword2->getSavePath(), false)))
return 1;
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if (fp->read(buff, 10) != 10) {
delete fp;
delete mgr;
return 2;
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}
delete fp;
delete mgr;
g_sound->SetMusicVolume(buff[0]);
g_sound->SetSpeechVolume(buff[1]);
g_sound->SetFxVolume(buff[2]);
g_sound->MuteMusic(buff[3]);
g_sound->MuteSpeech(buff[4]);
g_sound->MuteFx(buff[5]);
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UpdateGraphicsLevel(buff[6]); // (James13jun97)
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speechSelected = !buff[4];
subtitles = buff[7];
pointerTextSelected = buff[8];
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if (buff[9] != stereoReversed)
g_sound->ReverseStereo();
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stereoReversed = buff[9];
return 0;
}
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int32 WriteOptionSettings(void) { //pete10Jun97
uint8 buff[10];
char filename[256];
SaveFile *fp;
SaveFileManager *mgr = g_system->get_savefile_manager();
sprintf(filename, "%s-settings.dat", g_sword2->_game_name);
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buff[0] = g_sound->GetMusicVolume();
buff[1] = g_sound->GetSpeechVolume();
buff[2] = g_sound->GetFxVolume();
buff[3] = g_sound->IsMusicMute();
buff[4] = g_sound->IsSpeechMute();
buff[5] = g_sound->IsFxMute();
buff[6] = GetRenderType();
buff[7] = subtitles;
buff[8] = pointerTextSelected;
buff[9] = stereoReversed;
if (!(fp = mgr->open_savefile(filename, g_sword2->getSavePath(), true)))
return 1;
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if (fp->write(buff, 10) != 10) {
delete fp;
delete mgr;
return 2;
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}
delete fp;
delete mgr;
return 0;
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}
void Option_control(void) { //Pete6Jun97
Sword2OptionsDialog optionsDialog;
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optionsDialog.run();
return;
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}
void UpdateGraphicsLevel(uint8 newLevel) { // (James13jun97)
switch (newLevel) {
case 0:
// Lowest setting: no graphics fx
ClearTransFx();
ClearShadowFx();
ClearBltFx();
break;
case 1:
// Medium-low setting: transparency-blending
SetTransFx();
ClearShadowFx();
ClearBltFx();
break;
case 2:
// Medium-high setting: transparency-blending + shading
SetTransFx();
SetShadowFx();
ClearBltFx();
break;
case 3:
// Highest setting: transparency-blending + shading +
// edge-blending + improved stretching
SetTransFx();
SetShadowFx();
SetBltFx();
break;
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}
// update our global variable - which needs to be checked when dimming
// the palette in PauseGame() in sword2.cpp (since palette-matching
// cannot be done with dimmed palette so we turn down one notch while
// dimmed, if at top level)
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current_graphics_level = newLevel;
}